nuclide/Source/Server/Timer.c

156 lines
4.1 KiB
C
Executable file

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
/*
=================
Timer_Begin
Initiates a new state timer
=================
*/
void Timer_Begin(float fTime, float fMode) {
if (fMode == GAME_FREEZE) {
fGameState = GAME_FREEZE;
} else if (fMode == GAME_ACTIVE) {
fGameState = GAME_ACTIVE;
} else if (fMode == GAME_END) {
fGameState = GAME_END;
} else if (fMode == GAME_COMMENCING) {
fGameState = GAME_COMMENCING;
} else if (fMode == GAME_OVER) {
fGameState = GAME_OVER;
}
fGameTime = fTime;
}
/*
=================
Timer_Update
Called once every frame to check the status of things
=================
*/
void Timer_Update(void) {
static float fVoxTimer;
if ( cvar( "sv_playerslots" ) == 1 ) {
fGameTime = -1;
return;
}
// This map has been played enough we think
if (fGameState != GAME_OVER) {
if (cvar("mp_timelimit") > 0) {
if (autocvar_sv_voxannounce == TRUE) {
if (fVoxTimer > time) {
return;
}
float fTimeLeft = (cvar("mp_timelimit") * 60) - time;
for (int i = 0; i <= 10; i++) {
if (rint(fTimeLeft) == (i * 60)) {
Vox_Broadcast(sprintf("%s minutes remaining", Vox_TimeToString(fTimeLeft / 60)));
fVoxTimer = time + 10.0f;
}
}
}
if (time >= (cvar("mp_timelimit") * 60)) {
Timer_Begin(5, GAME_OVER);
}
}
}
if ((fGameState == GAME_OVER) && (fGameTime < 0)) {
for (int i = 0; i < iMapCycleCount; i++) {
if (sMapCycle[i] == mapname) {
if ((i + 1) < iMapCycleCount) {
localcmd(sprintf("changelevel %s\n", sMapCycle[i + 1]));
return;
} else {
localcmd(sprintf("changelevel %s\n", sMapCycle[0]));
}
}
}
}
// Okay, this means that timelimit is not the only deciding factor
if (autocvar_mp_winlimit > 0 && fGameState != GAME_OVER) {
// It really doesn't matter who won. Do some logging perhaps?
if (iWon_CT == autocvar_mp_winlimit) {
Timer_Begin(5, GAME_OVER);
} else if (iWon_T == autocvar_mp_winlimit) {
Timer_Begin(5, GAME_OVER);
}
}
if (fGameState == GAME_INACTIVE) {
return;
}
if (fGameTime > 0) {
fGameTime -= frametime;
} else {
fGameTime = 0;
}
if (fGameState == GAME_COMMENCING || fGameState == GAME_END) {
if (fGameTime <= 0) {
if (iWon_T == 0 && iWon_CT == 0) {
Money_ResetTeamReward();
Rules_Restart(TRUE);
} else {
if (autocvar_mp_halftime == TRUE && (autocvar_mp_winlimit / 2 == iRounds)) {
Money_ResetTeamReward();
Rules_SwitchTeams();
Rules_Restart(TRUE);
} else {
Rules_Restart(FALSE);
}
}
}
return;
}
if ((fGameState == GAME_ACTIVE) || (fGameState == GAME_FREEZE)) {
if (fGameTime <= 0) {
if (fGameState == GAME_ACTIVE) {
/* 1.5 will make the T's lose if time runs out no matter what */
if (autocvar_fcs_fix_bombtimer == TRUE) {
if (iBombZones > 0 && iBombPlanted == TRUE) {
return;
}
}
Rules_TimeOver();
Timer_Begin(5, GAME_END); // Round is over, 5 seconds til a new round starts
} else {
Timer_Begin(autocvar_mp_roundtime * 60, GAME_ACTIVE); // Unfreeze
Radio_StartMessage();
}
}
}
}